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#901 Morgulshade

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Posted 28 February 2009 - 01:11 PM

What about this Hasfusel; maybe they can change the axethrowers to Dwarven Rifleman? that way it would be logical that they are an anti-archer ranged unit. ^^
(yes,it looks like WoW I know hehe)

#902 {IRS}Athos

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Posted 28 February 2009 - 01:12 PM

Ummm... eww. That's insanely against the Lore. :lol:
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#903 Neth

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Posted 28 February 2009 - 01:20 PM

Ummm... eww. That's insanely against the Lore. :glare:

Yeah!

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#904 CTLN7

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Posted 28 February 2009 - 01:24 PM

Thats an bad idea ,but if the can change to spear throwing will be fine

#905 {IP} Aridor

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Posted 28 February 2009 - 02:18 PM

I think Tolkien's head just exploded in his grave.

#906 Uruk King

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Posted 28 February 2009 - 03:20 PM

All right enough with the OTT (over-the-top) nonsense already :glare:

By now I think we've established that when it comes to range, Dwarves are unique within their own range of combat, within the range of Tolkien's lore.
I will remember Rhovanion Alliance, RIP .

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#907 dojob

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Posted 28 February 2009 - 03:20 PM

That guy's really a zombie, always turning and doing shit in his grave...

But yeah, it should be unique and reasonable :glare:

Edited by dojob, 28 February 2009 - 03:21 PM.

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And please add Bear-mans


#908 Uruk King

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Posted 28 February 2009 - 10:09 PM

Also could the dwarves get a separate building for unit upgrades, and one building for siege weopons, its a real pain in the ass just to prepare seige units, and unit upgrades all from one builing. Building two would be reasonable, but time consuming
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#909 Devon

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Posted 28 February 2009 - 10:13 PM

It's more versatile this way...and if you want them to be seperate, you're going to be building two anyway? :p

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#910 Hasfusel

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Posted 02 March 2009 - 01:11 PM

the problem is that this game doesnt take place at the same point as the hobbit. it takes place years later during the wotr, so anyone dead before then is pretty much out of the question as far as im concerned (excluding angmar and arnor of course).


As I said already, this fact shouldn't bother most people. The game is only based loosely around the timeline of the War of the Ring, and the time relation isn't supposed to be realistic in the game or the mod (take the case of Azog, for instance, who was killed by Dain long before even the events of The Hobbit, and those two Troll heroes you have in with the Goblins who claim to have been at Fornost, and the way you can have three or four Kings of Arnor alive at once, and so on and so forth), and I think I can safely speak for most players that they'd rather have Bard and Beorn, who they love and are familiar with, and whose powers have clear relations to their characters in the book, than random descendants of theirs who get little more than a mention in the story. I think most people would really like to be able to recruit Bard and Beorn, and that such a small and already overlooked problem with timing shouldn't get in the way of what could potentially be great additions to the Dwarven faction. I reckon this needs RJ's attention.

I've already said everything that needs to be said about Axe-Throwers. As far as I'm concerned, it would be ridiculous for them to go. As for the problem of ammunition for them, it's not unreasonable that you could carry a large sort of quiver with a few small throwing axes in them, and then go and collect the axes from dead bodies once they've been thrown. They're unique, they're useful and they're fun. I'm afraid I have trouble imagining Dwarves throwing spears, which makes even less sense.

I'd keep the Dwarf upgrades the way they are. If you have a problem with getting upgrades and siege at the same time you can always build two forges, they aren't that expensive to build.

And by the way, if anyone mentions Dwarf Riflemen again I'll tear out their sinuses. There are some things you just don't bring up.


...


ALTHOUGH TECHNICALLY YOU COULD HAVE URUKS THROWING GRENADES *gets shot*

Edited by Hasfusel, 02 March 2009 - 01:15 PM.


#911 Morgulshade

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Posted 02 March 2009 - 01:47 PM

Lol it was just a suggestion...If saruman used gunpowder maybe the dwarves could have discovered it while mining. But Ok, none liked it :D
About the AT they would be really cool that way hasfusel. If they had to throw the axes and then pick them up after the battle I'd buy them lol. Throwing spears isn't a really good option I think, the spears would be bigger than them lol.
I think there's no ranged unit that could fit the dwarves as the AT. So maybe if they have 10 axes (If possible make the projectile graphics a little bit smaller) and then they would have to pick them up, it would be cool.
Anyways, it needs coding though :/

#912 Neth

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Posted 02 March 2009 - 05:55 PM

Just an idea thats popped into my head: dwarves have a hearth for healing troops, but as they are good craftsmen why not have a building that heals walls and buildings? It would act the same way as a hearth, you build it near other buildings and when they get damaged the *havent thought of a name* heals it.

It could look like a mini mine and when a building needs reparing, a builder comes out and start hammering away. There could also be an upgrade where more than one builder comes out and that increases the repair time. Good idea?

Maybe this could function best as a building from one of the fortress's buildplots that sends out workers to heal the buildings within the fortress's build area?

and lets add hooded Men of Dale with Molotovs and knives :D

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#913 {IRS}Athos

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Posted 02 March 2009 - 11:27 PM

And Al Capone as a hero for Rhun! :dry:

NOW GET BACK ON TOPIC!!! :p
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#914 Devon

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Posted 02 March 2009 - 11:28 PM

Please :dry:

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#915 Hasfusel

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Posted 03 March 2009 - 09:54 AM

I didn't literally mean you should have Axe Throwers pick up their axes, lol. I just said that it was possible realistically to have a battallion of axe throwers in an army. The animations are only representations of the fighting, anyway.

I'm not too keen on a repair building because it would be useless most of the time. I'd just allow you to research a Fortress or Forge upgrade that allows your builders to repair buildings.

#916 Neth

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Posted 03 March 2009 - 07:40 PM

Just an idea thats popped into my head: dwarves have a hearth for healing troops, but as they are good craftsmen why not have a building that heals walls and buildings? It would act the same way as a hearth, you build it near other buildings and when they get damaged the *havent thought of a name* heals it.

It could look like a mini mine and when a building needs reparing, a builder comes out and start hammering away. There could also be an upgrade where more than one builder comes out and that increases the repair time. Good idea?

Maybe this could function best as a building from one of the fortress's buildplots that sends out workers to heal the buildings within the fortress's build area?

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#917 *Ranger*

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Posted 03 March 2009 - 08:26 PM

But then its 1 upgrade and then you dont have to do anything else after that, if its a building the enemy can destroy the building to stop it rebuilding, like it can with a hearth

Edited by *Ranger*, 03 March 2009 - 08:26 PM.


#918 Neth

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Posted 03 March 2009 - 08:42 PM

I see your point now :p

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#919 Uruk King

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Posted 03 March 2009 - 10:14 PM

I'm not too keen on a repair building because it would be useless most of the time. I'd just allow you to research a Fortress or Forge upgrade that allows your builders to repair buildings.
[/quote]

I agree, I mean what's the use of builders in late-game if they can't repair buildings, it's practically nescessary for every faction.
I will remember Rhovanion Alliance, RIP .

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#920 Dalf32

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Posted 03 March 2009 - 11:52 PM

i think building repairing should play a larger role in the game, yes, but i dont htink every faction needs a way to do it. that would take away whats unique about another faction being able to do it.
i would rather not have the building-well thingy (:p) be a fortress expansion because that (1) seriously limits its area of effectiveness, (2) is very close to something another faction already has in the upcoming release, and (3) is not nearly as fun.
it certainly makes sense to have the building simply house workers that would heal the buildings, rather than it being an aura like it is for wells though.

i dont see anything wrong with axing axe throwers (get it? ;)) and replacing them with archers. if we do this, it is possible (and favored by a few of us) to give certain dwarven infantry an axe throw ability. it certainly makes more logical sense than a unit that only throws axes, and it makes the dwarves a heck of a lot more unique. now the new ability would need to have a longer recharge time than its cousin (gimli's power), and would certainly need to do less damage methinks, but i dont see why it wouldnt work.

and yes, i am going to keep rehashing this idea until it gets added :ohmy:

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